﻿using System;
using System.Collections.Generic;
using Fusion.States;
using Client.Game_States.Game_GUI_s;
using Fusion.Management;
using Fusion.Content;
using Microsoft.Xna.Framework;

namespace Client.Game_States
{
    public class NewCharacter : BaseState
    {
        // Constructor
        public NewCharacter() : base() { }

        // Data Members
        NewCharacterGUI GUI;
        GameTexture Logo, Background;

        // State Methods
        public override void Enter()
        {
            GUI = new NewCharacterGUI();
            Logo = GFXHelper.LoadInterfaceTexture("Logo");
            Background = GFXHelper.LoadInterfaceTexture("Background");
        }
        public override void Exit()
        {
            GUI.Dispose();
            Logo.Release();
            Background.Release();
        }
        public override bool Input(float Delta)
        {
            return true;
        }
        public override void Update(float Delta)
        {
            GUI.Update();
        }
        public override void Render(float Delta)
        {
            FCanvas.Begin();
            {
                FCanvas.Draw(Background, Vector2.Zero, Color.White);

                FCanvas.Draw(Logo, new Vector2(GUI.NewCharWindow.Bounds.Location.X + 17, 150f), Color.Black);
                FCanvas.Draw(Logo, new Vector2(GUI.NewCharWindow.Bounds.Location.X + 15, 150f), Color.Black);
                FCanvas.Draw(Logo, new Vector2(GUI.NewCharWindow.Bounds.Location.X + 16, 151f), Color.Black);
                FCanvas.Draw(Logo, new Vector2(GUI.NewCharWindow.Bounds.Location.X + 16, 149f), Color.Black);
                FCanvas.Draw(Logo, new Vector2(GUI.NewCharWindow.Bounds.Location.X + 16, 150f), Color.White);

                GUI.Render();
            }
            FCanvas.End();
        }
    }
}
